Merge branch 'master' of /home/opensim/var/repo/opensim
commit
9babd79a66
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@ -173,6 +173,16 @@ namespace OpenSim.Region.Framework.Interfaces
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/// </returns>
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List<TaskInventoryItem> GetInventoryItems(string name);
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/// <summary>
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/// Get inventory items by type.
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/// </summary>
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/// <param type="name"></param>
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/// <returns>
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/// A list of inventory items of that type.
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/// If no inventory items of that type then an empty list is returned.
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/// </returns>
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List<TaskInventoryItem> GetInventoryItems(InventoryType type);
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/// <summary>
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/// Get the scene object referenced by an inventory item.
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/// </summary>
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@ -82,6 +82,14 @@ namespace OpenSim.Region.Framework.Interfaces
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/// </summary>
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void StartProcessing();
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/// <summary>
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/// Get the execution times of all scripts in the given array if they are currently running.
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/// </summary>
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/// <returns>
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/// A float the value is a representative execution time in milliseconds of all scripts in that Array.
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/// </returns>
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float GetScriptExecutionTime(List<UUID> itemIDs);
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/// <summary>
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/// Get the execution times of all scripts in each object.
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/// </summary>
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@ -3269,6 +3269,45 @@ namespace OpenSim.Region.Framework.Scenes
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return count;
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}
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/// <summary>
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/// A float the value is a representative execution time in milliseconds of all scripts in the link set.
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/// </summary>
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public float ScriptExecutionTime()
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{
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IScriptModule[] engines = Scene.RequestModuleInterfaces<IScriptModule>();
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if (engines.Length == 0) // No engine at all
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return 0.0f;
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float time = 0.0f;
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// get all the scripts in all parts
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SceneObjectPart[] parts = m_parts.GetArray();
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List<TaskInventoryItem> scripts = new List<TaskInventoryItem>();
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for (int i = 0; i < parts.Length; i++)
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{
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scripts.AddRange(parts[i].Inventory.GetInventoryItems(InventoryType.LSL));
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}
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// extract the UUIDs
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List<UUID> ids = new List<UUID>(scripts.Count);
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foreach (TaskInventoryItem script in scripts)
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{
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if (!ids.Contains(script.ItemID))
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{
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ids.Add(script.ItemID);
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}
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}
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// Offer the list of script UUIDs to each engine found and accumulate the time
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foreach (IScriptModule e in engines)
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{
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if (e != null)
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{
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time += e.GetScriptExecutionTime(ids);
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}
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}
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return time;
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}
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/// <summary>
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/// Returns a count of the number of running scripts in this groups parts.
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/// </summary>
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@ -222,7 +222,7 @@ namespace OpenSim.Region.Framework.Scenes
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/// </summary>
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public void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource)
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{
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List<TaskInventoryItem> scripts = GetInventoryScripts();
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List<TaskInventoryItem> scripts = GetInventoryItems(InventoryType.LSL);
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foreach (TaskInventoryItem item in scripts)
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CreateScriptInstance(item, startParam, postOnRez, engine, stateSource);
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}
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@ -255,7 +255,7 @@ namespace OpenSim.Region.Framework.Scenes
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/// </param>
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public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
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{
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List<TaskInventoryItem> scripts = GetInventoryScripts();
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List<TaskInventoryItem> scripts = GetInventoryItems(InventoryType.LSL);
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foreach (TaskInventoryItem item in scripts)
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RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted);
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}
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@ -1116,7 +1116,7 @@ namespace OpenSim.Region.Framework.Scenes
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return 0;
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int count = 0;
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List<TaskInventoryItem> scripts = GetInventoryScripts();
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List<TaskInventoryItem> scripts = GetInventoryItems(InventoryType.LSL);
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foreach (TaskInventoryItem item in scripts)
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{
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@ -1157,14 +1157,14 @@ namespace OpenSim.Region.Framework.Scenes
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return ret;
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}
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public List<TaskInventoryItem> GetInventoryScripts()
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public List<TaskInventoryItem> GetInventoryItems(InventoryType type)
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{
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List<TaskInventoryItem> ret = new List<TaskInventoryItem>();
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lock (m_items)
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{
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foreach (TaskInventoryItem item in m_items.Values)
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if (item.InvType == (int)InventoryType.LSL)
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if (item.InvType == (int)type)
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ret.Add(item);
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}
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@ -1183,7 +1183,7 @@ namespace OpenSim.Region.Framework.Scenes
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if (engines.Length == 0) // No engine at all
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return ret;
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List<TaskInventoryItem> scripts = GetInventoryScripts();
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List<TaskInventoryItem> scripts = GetInventoryItems(InventoryType.LSL);
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foreach (TaskInventoryItem item in scripts)
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{
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@ -1211,7 +1211,7 @@ namespace OpenSim.Region.Framework.Scenes
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if (engines.Length == 0)
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return;
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List<TaskInventoryItem> scripts = GetInventoryScripts();
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List<TaskInventoryItem> scripts = GetInventoryItems(InventoryType.LSL);
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foreach (TaskInventoryItem item in scripts)
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{
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@ -3437,6 +3437,25 @@ namespace OpenSim.Region.Framework.Scenes
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return count;
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}
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/// <summary>
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/// A float the value is a representative execution time in milliseconds of all scripts in all attachments.
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/// </summary>
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public float ScriptExecutionTime()
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{
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float time = 0.0f;
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lock (m_attachments)
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{
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foreach (SceneObjectGroup gobj in m_attachments)
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{
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if (gobj != null)
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{
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time += gobj.ScriptExecutionTime();
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}
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}
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}
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return time;
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}
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/// <summary>
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/// Returns the total count of running scripts in all parts.
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/// </summary>
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@ -10367,7 +10367,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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ret.Add(new LSL_Integer(av.RunningScriptCount() * 16384));
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break;
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case ScriptBaseClass.OBJECT_SCRIPT_TIME:
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ret.Add(new LSL_Float(0));
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ret.Add(new LSL_Float(av.ScriptExecutionTime() / 1000.0f));
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break;
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case ScriptBaseClass.OBJECT_PRIM_EQUIVALENCE:
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ret.Add(new LSL_Integer(1));
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@ -10435,9 +10435,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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ret.Add(new LSL_Integer(obj.ParentGroup.RunningScriptCount() * 16384));
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break;
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case ScriptBaseClass.OBJECT_SCRIPT_TIME:
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// Average cpu time per simulator frame expended on all scripts in the object
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// Not currently available at Object level
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ret.Add(new LSL_Float(0));
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// Average cpu time in seconds per simulator frame expended on all scripts in the object
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ret.Add(new LSL_Float(obj.ParentGroup.ScriptExecutionTime() / 1000.0f));
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break;
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case ScriptBaseClass.OBJECT_PRIM_EQUIVALENCE:
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// according to the SL wiki A prim or linkset will have prim
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@ -1907,47 +1907,61 @@ namespace OpenSim.Region.ScriptEngine.XEngine
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if (!topScripts.ContainsKey(si.LocalID))
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topScripts[si.RootLocalID] = 0;
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// long ticksElapsed = tickNow - si.MeasurementPeriodTickStart;
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// float framesElapsed = ticksElapsed / (18.1818 * TimeSpan.TicksPerMillisecond);
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// Execution time of the script adjusted by it's measurement period to make scripts started at
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// different times comparable.
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// float adjustedExecutionTime
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// = (float)si.MeasurementPeriodExecutionTime
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// / ((float)(tickNow - si.MeasurementPeriodTickStart) / ScriptInstance.MaxMeasurementPeriod)
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// / TimeSpan.TicksPerMillisecond;
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long ticksElapsed = tickNow - si.MeasurementPeriodTickStart;
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// Avoid divide by zerp
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if (ticksElapsed == 0)
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ticksElapsed = 1;
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// Scale execution time to the ideal 55 fps frame time for these reasons.
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//
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// 1) XEngine does not execute scripts per frame, unlike other script engines. Hence, there is no
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// 'script execution time per frame', which is the original purpose of this value.
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//
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// 2) Giving the raw execution times is misleading since scripts start at different times, making
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// it impossible to compare scripts.
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//
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// 3) Scaling the raw execution time to the time that the script has been running is better but
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// is still misleading since a script that has just been rezzed may appear to have been running
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// for much longer.
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//
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// 4) Hence, we scale execution time to an idealised frame time (55 fps). This is also not perfect
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// since the figure does not represent actual execution time and very hard running scripts will
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// never exceed 18ms (though this is a very high number for script execution so is a warning sign).
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float adjustedExecutionTime
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= ((float)si.MeasurementPeriodExecutionTime / ticksElapsed) * 18.1818f;
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topScripts[si.RootLocalID] += adjustedExecutionTime;
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topScripts[si.RootLocalID] += CalculateAdjustedExectionTime(si, tickNow);
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}
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}
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return topScripts;
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}
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public float GetScriptExecutionTime(List<UUID> itemIDs)
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{
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if (itemIDs == null|| itemIDs.Count == 0)
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{
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return 0.0f;
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}
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float time = 0.0f;
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long tickNow = Util.EnvironmentTickCount();
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IScriptInstance si;
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// Calculate the time for all scripts that this engine is executing
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// Ignore any others
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foreach (UUID id in itemIDs)
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{
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si = GetInstance(id);
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if (si != null && si.Running)
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{
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time += CalculateAdjustedExectionTime(si, tickNow);
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}
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}
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return time;
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}
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private float CalculateAdjustedExectionTime(IScriptInstance si, long tickNow)
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{
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long ticksElapsed = tickNow - si.MeasurementPeriodTickStart;
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// Avoid divide by zero
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if (ticksElapsed == 0)
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ticksElapsed = 1;
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// Scale execution time to the ideal 55 fps frame time for these reasons.
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//
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// 1) XEngine does not execute scripts per frame, unlike other script engines. Hence, there is no
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// 'script execution time per frame', which is the original purpose of this value.
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//
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// 2) Giving the raw execution times is misleading since scripts start at different times, making
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// it impossible to compare scripts.
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//
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// 3) Scaling the raw execution time to the time that the script has been running is better but
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// is still misleading since a script that has just been rezzed may appear to have been running
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// for much longer.
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//
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// 4) Hence, we scale execution time to an idealised frame time (55 fps). This is also not perfect
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// since the figure does not represent actual execution time and very hard running scripts will
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// never exceed 18ms (though this is a very high number for script execution so is a warning sign).
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return ((float)si.MeasurementPeriodExecutionTime / ticksElapsed) * 18.1818f;
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}
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public void SuspendScript(UUID itemID)
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{
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// m_log.DebugFormat("[XEngine]: Received request to suspend script with ID {0}", itemID);
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